using System.Collections.Generic;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace XNASpriteLibVisualTest
{
	/// <summary>
	/// This is the main type for your game
	/// </summary>
	public class Game1 : Game
	{
		GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;
		List<SimpleSprite> sprites = new List<SimpleSprite>();
		private Texture2D texture;

		public Game1()
		{
			graphics = new GraphicsDeviceManager(this);
			Content.RootDirectory = "Content";
		}

		/// <summary>
		/// Allows the game to perform any initialization it needs to before starting to run.
		/// This is where it can query for any required services and load any non-graphic
		/// related content.  Calling base.Initialize will enumerate through any components
		/// and initialize them as well.
		/// </summary>
		protected override void Initialize()
		{
			// TODO: Add your initialization logic here

			base.Initialize();
		}

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent()
		{
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);

			/*
			texture = Texture2D.FromStream(GraphicsDevice, new FileStream(@"Spaceship128.png", FileMode.Open));
			//*/

			/*
			texture = Texture2D.FromStream(GraphicsDevice, new FileStream(@"..\..\..\sprites\Spaceship64.png", FileMode.Open));
			//*/

			/*
			texture = Texture2D.FromStream(GraphicsDevice, new FileStream(@"Stan2.png", FileMode.Open));
			//*/

			SimpleSprite simple = new SimpleSprite(new Vector2(100, 100));
			simple.LoadContent(GraphicsDevice);
			sprites.Add(simple);
		}

		/// <summary>
		/// UnloadContent will be called once per game and is the place to unload
		/// all content.
		/// </summary>
		protected override void UnloadContent()
		{
			// TODO: Unload any non ContentManager content here
		}

		/// <summary>
		/// Allows the game to run logic such as updating the world,
		/// checking for collisions, gathering input, and playing audio.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Update(GameTime gameTime)
		{
			// Allows the game to exit
			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
				this.Exit();

			// TODO: Add your update logic here
			foreach (SimpleSprite sprite in sprites)
			{
				sprite.Update(gameTime.ElapsedGameTime);
			}

			base.Update(gameTime);
		}

		/// <summary>
		/// This is called when the game should draw itself.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.CornflowerBlue);
			spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

			foreach (SimpleSprite sprite in sprites)
			{
				sprite.Draw(spriteBatch, gameTime.ElapsedGameTime);
			}

			spriteBatch.End();
			base.Draw(gameTime);
		}
	}
}
